They Changed Teddies Voice
and I cant tell if that's Rise's Original voice or not
People are getting too worked up about the Teddie voice to notice that the video says "Summer 2012" at the end, giving even more weight to the Amazon listed release date of August 7th.
Now if there is no Troy Baker, then there won't be a moment of hesitation before I switch to the Japanese voices (assuming its an option)
People are getting too worked up about the Teddie voice to notice that the video says "Summer 2012" at the end, giving even more weight to the Amazon listed release date of August 7th. Now if there is no Troy Baker, then there won't be a moment of hesitation before I switch to the Japanese voices (assuming its an option)
It was always listed as "Summer 2012", ever since the NA version was announced.
People are getting too worked up about the Teddie voice to notice that the video says "Summer 2012" at the end, giving even more weight to the Amazon listed release date of August 7th.Eh, more like people realize that date is probably true anyway because its happened a million times. Teddie getting replaced is a huge loss, though:(
@ricetopher: We already knew that the game was coming out in August about a month ago because of an Atlus PR message that confirmed that from Aram Jabbari. August 7th is the most likely date of release given the dates listed on Amazon and GameStop.
If these are the only two voice actors that won't be in P4A, fine. It sucks, but I'll deal with it. However, it'll be disheartening if other characters are also voiced by different people.
@SuperWristBands: The Auto Combo still relies on button presses so it isn't a cheap move to do and still allows for easier combo setups. Also the counter moves and breakers help even things out.
Just going to add a little to this as somebody who's played a decent amount of the arcade version, but auto-combo is very much so a feature that's only really present for those who either aren't used to fighting game mechanics in general (who Atlus and ArcSys are trying very actively to court) or are at least unaccustomed to how a particular character plays, giving them the ability to know at least one guaranteed way to do damage and look flashy without taking chances on just random button mashing and joystick twirling. They also function as decent training wheels, allowing the player to grasp the general style of a character's attacks, as well as sample a decent amount of their special moves and one of their supers. From a practical standpoint, though, it's almost never your most ideal option to use in any given situation; not only is the game's damage modifier formula for combo hits biased against auto-combo specifically, but the timing is handled such that your character is usually exposed to a pretty easy counterattack since they can't actually move momentarily after finishing it. That's all assuming that you even manage to connect an auto-combo in the first place; given how the character movements and attacks are always the same, it's easy enough to stop someone in their tracks from pulling it off, especially since, as you already pointed out, the game gives each character multiple tools to counteract most any non-instant kill move. If you actually know your character even a little and can get them to combo with their normal move set manually, which, like a lot of other ArcSys games, isn't particularly hard, then you're better served from a timing and damage perspective pretending that the auto-combo doesn't even exist. If you watch high-level tournament players, the auto-combo almost never actually shows up; either they don't use it at all in favor of home-made combos or, at most, they start the auto-combo but cancel it before it finishes to set up a better combo.
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